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Post your character! And rate the one above!

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Posted by: Beast Sos.1457

Beast Sos.1457

@Roxanne 6/10. Just because I hate you salads! <3

Heres a few pics of my Human Guardian Asura Mesmer and Charr Warrior.

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This game lacks non-fighting group content

in Guild Wars 2 Discussion

Posted by: Beast Sos.1457

Beast Sos.1457

I mean something like polymock or a casino.
I hear Final Fantasy has a casino, I think GW2 should have something like this too.

Gw2 IS a casino. There is more gambling/luck in this game then IRL.

Rewards

in Guild Wars 2 Discussion

Posted by: Beast Sos.1457

Beast Sos.1457

So, how would you recomend they do the rewards in a game with a world wide trading post?

Make things account bound and actually obtainable. They went and added a legit way to get asc gear then nerfed the currency to obtain them.

And how do account bound “good drops” remain good if you’ve gotten them before? if they are something you don’t want or need are they still good? How often do they drop?

Make them salvageable. Its not all about drops there can be a currency attached to that specific content so that the drop rate doesnt have to be so high. They had the right idea with spirit shards but we all know what happened to that.

Rewards

in Guild Wars 2 Discussion

Posted by: Beast Sos.1457

Beast Sos.1457

So, how would you recomend they do the rewards in a game with a world wide trading post?

Make things account bound and actually obtainable. They went and added a legit way to get asc gear then nerfed the currency to obtain them.

How would you classify something as being obtainable?

Well its hard to say in gw2 since the content is so easy which makes massive grind or RNG the only reasonable way. Now that there are raids they can at least not nerf the loot in that, aka spirit shards, and maybe going back to dungeons and making them a bit difficult with similar mechanics to raids but of course not as “hard”. With some decent gold return and nice skins instead of adding all the good skins to either the BL chests or the gem store, which is pretty much the same thing.

I dont have all the answer. If I did I would have become a game developer myself.

Rewards

in Guild Wars 2 Discussion

Posted by: Beast Sos.1457

Beast Sos.1457

So, how would you recomend they do the rewards in a game with a world wide trading post?

Make things account bound and actually obtainable. They went and added a legit way to get asc gear then nerfed the currency to obtain them.

Rewards

in Guild Wars 2 Discussion

Posted by: Beast Sos.1457

Beast Sos.1457

They truly suck! I love this game but we have to admit that Anet doent know how to do rewards OR they give us crap rewards on purpose so we can spend more time in-game grinding.

PS- Just trying to vent my frustrations.

Raid shard reward?!?!?!

in Fractals, Dungeons & Raids

Posted by: Beast Sos.1457

Beast Sos.1457

And the rewards are low, so why nerf the spirit shards? Its not like you can make money off them. Anything you buy is account bound with them. Spirit shards were meant for people with kitten luck like myself to be able to buy asc gear and minis. I’ve cleared VG atleast 10 times and no mini no asc no nothing.

It’s quite likely that the raid is being beaten more often and sooner than they expected. So, nerf the rewards.

The more paranoid part of me also thinks that maybe they wanted to start the rewards out high to get people raiding, and now they’ll slowly lower them before the next raid is put in. That way, the new raid only has to have better rewards than the current raid rewards to seem worthwhile, instead of having to compare to the original raid rewards.

It’s not like they haven’t done something similar in other parts of the game recently, right?

I understand what you’re trying to get to but my point is that its fine that the rewards from the chests are the greatest but the shard cap is there for a reason and its not so no one can reach it, its that you cant over farm the shards. Its not like you can make gold off the shards, everything is acc bound.

[NA][ROID] Roid Raids - Top Tier Raid Groups

in Looking for...

Posted by: Beast Sos.1457

Beast Sos.1457

Very good guild to be in. Lot of nice happy members, who are very effecient. Congrats to all the new trials passing their VG and Gor kills. 75 members and growing.

A reminder we’re no longer accepting applications or doing trials after 100 members.

I just filled out the app. Hopefully its not full yet!

Raid shard reward?!?!?!

in Fractals, Dungeons & Raids

Posted by: Beast Sos.1457

Beast Sos.1457

Look, Sunshine, we all know ANet likes to be very stingy with rewards. We also know that this is supposed to be just the first in a series of raids. This is the easy one. The low reward one.

You don’t really expect worthwhile rewards from it, do you? I mean, I’d kind of hope that anyone far enough into the game to be doing raids would know better….

And the rewards are low, so why nerf the spirit shards? Its not like you can make money off them. Anything you buy is account bound with them. Spirit shards were meant for people with kitten luck like myself to be able to buy asc gear and minis. I’ve cleared VG atleast 10 times and no mini no asc no nothing.

Raid shard reward?!?!?!

in Fractals, Dungeons & Raids

Posted by: Beast Sos.1457

Beast Sos.1457

Maybe the intent is for you to not cap it each week.

The cap is there for a reason. So that you cant get more than they want you to. Why add the cap at 105 when they want us to only get 50? Makes no sense.

Ascended or go home...

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Posted by: Beast Sos.1457

Beast Sos.1457

Except newer ascended combinations such as viper are much better than older combinations like sinister. Which is still a creep.

I had a engi in my party solo the red guard because he was in full asc viper. Thats min of 40K ticks on his burns…Thats some serious power creep.

40K Ticks on burn? are you sure it was not the sum of all damage done so far updating on Ticks? it has happened to me as I do the skill 1 with air scepter while on ele ….

He solo’d the red guard. He was doing 40k ticks for fun.

If he had time to solo the red boss you guys were going super super slow.

Please take a picture of this 40k dmg burn tick as well, I play viper engi in BIS gear and I can tell you it never gets to 40k even if you hit BT/FB/IP/IA/Napalm at the same time. If you add all those together you can get a max of 20 stacks of burning (maybe).

Each stack would have to hit for 2000/tick to get 40,000.

If you are going to exaggerate to prove a point that is already untrue at least make it believable.

We beat the boss with over 1min left. I didnt personally see the ticks but he solo’d red thats enough to prove my point. Either way you can believe what you want I couldnt care less.

Ascended or go home...

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Posted by: Beast Sos.1457

Beast Sos.1457

I have never met someone that tries to push the 100% out of their character and refuse to craft the best gear available.

I always assume that people who refuse to craft ascended don’t really know how to min/max (and so far i stand confirmed in every encounter i had).

In general , you shouldn’t be raiding if you are refusing to play your best.

Playing your best has nothing to do with ascended gear. Its trying to rotate your skills for the best possible dps output at the same time being aware of your surroundings while avoiding all unnecessary dmg.

Ascended or go home...

in Fractals, Dungeons & Raids

Posted by: Beast Sos.1457

Beast Sos.1457

Except newer ascended combinations such as viper are much better than older combinations like sinister. Which is still a creep.

I had a engi in my party solo the red guard because he was in full asc viper. Thats min of 40K ticks on his burns…Thats some serious power creep.

40K Ticks on burn? are you sure it was not the sum of all damage done so far updating on Ticks? it has happened to me as I do the skill 1 with air scepter while on ele ….

He solo’d the red guard. He was doing 40k ticks for fun.

Ascended or go home...

in Fractals, Dungeons & Raids

Posted by: Beast Sos.1457

Beast Sos.1457

Except newer ascended combinations such as viper are much better than older combinations like sinister. Which is still a creep.

I had a engi in my party solo the red guard because he was in full asc viper. Thats min of 40K ticks on his burns…Thats some serious power creep.

Ascended or go home...

in Fractals, Dungeons & Raids

Posted by: Beast Sos.1457

Beast Sos.1457

Since HoT mobs are stronger some power creep is justified.

I would disagree. The mobs are stronger but exo is more than enough. For example, I made a rev got him to 80 with tomes barley had a idea how to play him, took him into HoT with full exo armor no runes and beat the story with no problems.

Knowing which mob to target, when to dodge and overall skill>ascended gear.

Ascended or go home...

in Fractals, Dungeons & Raids

Posted by: Beast Sos.1457

Beast Sos.1457

This new power creep trend is popping up now with the addition of raids. This isnt the players fault though. The enrage timers caused a huge elitist mindset, which was a bad choice on Anets part. Don’t get me wrong, I know where Anet is coming from (I think). With the addition of legendary gear to raids, they didnt want your average Joe to be able to obtain it so they made ascended gear required, only for the dps from what it seems, but they could have went about this so much better!

What I think Anet should have done to keep legendary gear from being obtained by anyone was to keep the timer but make it even shorter…chill dont rage just yet, there is a reason to this. So, instead of 8mins for VG you get 6, but he doesnt enrage after the timer ends, the only thing that will happen is that if you dont make the timer you wont be able to get the achiv or item associated with the legendary armor collection. Also people who beat the boss within the timer get “better” rewards. Maybe more shards or a higher chance at certain drops.

If Anet would consider this change I think this whole ascended gear or go home mentality will be a thing of the past.

What are your thoughts? Do you think that Anet should keep things the way they are or would my suggestion be better? If you dont like either then what would you suggest?

LF skilled raid group/guild

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Posted by: Beast Sos.1457

Beast Sos.1457

I’m looking for a group/guild to raid with at least twice a week. I’ve beat VG with about 1:30 left on the clock.

I’m not interested in a guild that only targets only ascended geared players(even though I am) because that isnt what makes someone good. Skill, communication, skill rotation, and overall awareness should be enough to beat any of the bosses. Though ascended trinkets and weapons are always nice.

PS- Beat VG with a non-ascended character.

To all "casual" players

in Fractals, Dungeons & Raids

Posted by: Beast Sos.1457

Beast Sos.1457

You have the whole kitten game.Don’t try to ruin raids for the rest of us.

Thanks. <3

please dont lock raids behind masteries

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I’m actually perfectly fine with raids being locked behind masteries.
Ley line gliding from gliders, stealth detection from Nuhock, adrenaline shrooms from Itzel and at least exalted assistence from the Exalted line should be a requirement for raids. Otherwise most masteries would be pointless. Map completions don’t even require you to have them with all the portaling mesmers and portal to a friend.
I would be very happy if the masteries I worked for were useful and mandatory in the end game content.

That is pretty much the same kitten thing as a gear grind but with a different name. If this happens Gw2 wont be different than any other MMO out there with a gear treadmill.

How is that anything similar to gear treadmill?

Masteries are account bound, you only have to do it once and they are available for all of your characters permanently.

Also the term treadmill you used, do you know why its being called that or you have you just read it somewhere and you tought ‘oh, this sounds cool, I’ll use it’.

Its refered to treadmill because it constantly moves forward, leaving the old gear useless and devauled. Which isn’t happening with the masteries.

Okay so now that you have new understanding.

Please explain to me how do you see masteries as a gear treadmill.

P.S. Correct term you wanted to use is Content Gating.

When you are on a treadmill what are you doing? Making progress towards something. If you stop the treadmill do you regain what you lost? No. But you cant make anymore progress. Same thing goes with the mastery system. If I stop lvling my masteries I wont be able to make progress in the raids…Seems like a treadmill to me.

Welcome to MMO.

Clearly you dont know what GW2 is suppose to be. Skill based not grind based.

please dont lock raids behind masteries

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Posted by: Beast Sos.1457

Beast Sos.1457

Too late, they already confirmed that reaids are locked behind masteries. That’s the reason they gave us why raids are released after HoT. To give everyone some time to level masteries.

Thats such bull kitten. I dont want artificial difficulty or to have to grind out masteries. I dont find it fun or rewarding to get your masteries up. I understand maybe gliding or mushroom jumping but adding something like the poison mastery would be a kitten off.

Raids should be a test of skill not a test of how many hours you spent grinding out your masteries.

PS- When I say grind its subjective to what I personally think grind is. You might not find getting your masteries up a grind.

Sounds like you just need to man up. Raids are the hardcore MMO content we asked for, which includes putting in hard work just to be able to do them. This includes ascended gear and masteries, and having these things allows hardcore players to feel accomplished and proud.

Clearing the (currently) hardest raid with the best gear/masteries and all of that hard work behind you? That’s what hardcore MMOing is all about.

What hard work just to be able to do them? Running around on the new maps doing events is not hard work its countless hours of boredom. And didnt Anet say that there was no attuning? This seems like attuning to me…

please dont lock raids behind masteries

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I’m actually perfectly fine with raids being locked behind masteries.
Ley line gliding from gliders, stealth detection from Nuhock, adrenaline shrooms from Itzel and at least exalted assistence from the Exalted line should be a requirement for raids. Otherwise most masteries would be pointless. Map completions don’t even require you to have them with all the portaling mesmers and portal to a friend.
I would be very happy if the masteries I worked for were useful and mandatory in the end game content.

That is pretty much the same kitten thing as a gear grind but with a different name. If this happens Gw2 wont be different than any other MMO out there with a gear treadmill.

How is that anything similar to gear treadmill?

Masteries are account bound, you only have to do it once and they are available for all of your characters permanently.

Also the term treadmill you used, do you know why its being called that or you have you just read it somewhere and you tought ‘oh, this sounds cool, I’ll use it’.

Its refered to treadmill because it constantly moves forward, leaving the old gear useless and devauled. Which isn’t happening with the masteries.

Okay so now that you have new understanding.

Please explain to me how do you see masteries as a gear treadmill.

P.S. Correct term you wanted to use is Content Gating.

When you are on a treadmill what are you doing? Making progress towards something. If you stop the treadmill do you regain what you lost? No. But you cant make anymore progress. Same thing goes with the mastery system. If I stop lvling my masteries I wont be able to make progress in the raids…Seems like a treadmill to me.

please dont lock raids behind masteries

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I’m actually perfectly fine with raids being locked behind masteries.
Ley line gliding from gliders, stealth detection from Nuhock, adrenaline shrooms from Itzel and at least exalted assistence from the Exalted line should be a requirement for raids. Otherwise most masteries would be pointless. Map completions don’t even require you to have them with all the portaling mesmers and portal to a friend.
I would be very happy if the masteries I worked for were useful and mandatory in the end game content.

That is pretty much the same kitten thing as a gear grind but with a different name. If this happens Gw2 wont be different than any other MMO out there with a gear treadmill.

Except that leveling up your masteries requires nothing more than playing the game. There is no RNG involved, and it is an account wide unlock. Most likely, each wing will require more and more masteries… Most of us should have ample time to unlock them by the time the wing requiring them is introduced.

You’re actually forced to play in the jungle to unlock the maguuma masteries….How will I have ample time if I cant even lvl my bar from what I like to do? I want to run the personal story and do all the achivs but I dont get exp from that. I cant even get exp from complete the last story instance on extreme mode…The content I like to play rewards no exp towards my track. How can I lvl my masteries for raids from just playing then?

Part of what you’re not realizing is that having the masteries be part of the raid allows for a much wider variety of fights and mechanics. I had an incredibly fun time fighting the Patriarch Wyvern in the Verdant Brink but you need to have updraft to fight him. Does that mean he’s behind a gate? Yes, but is this gate excessive? I would argue no.

I do think it would be a decent idea to allow some, but not all, core Tyria content to give experience towards Maguuma masteries, but I see why they didn’t do it.

The thing is the Wyvern fight doesnt even forced you to use updraft. With proper positioning you wont have to use it. If they add gates like that im fine with it. As long as its not forced. For example, lets say we end up fighting a boss who lays out fields of poison, those who got the mastery which prevents you from taking dmg from it wont have to worry about that specific mechanic but those who dont will have to be extra careful. That doesnt mean they cant do that fight, all it means is that they have to play more skilfully/cautious, just like the Wyvern fight.

They can also make it so 2-3 people are required to have a certain mastery for a boss fight but it should never be the whole 10 people who have to have the specific mastery.

please dont lock raids behind masteries

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

If raids require certain masteries then the raid wings should provide enough mastery xp to get what’s needed for the next wing. Mushroom Jumping and Gliding with Updraft is fine for starting because it’s not that hard to get these. I don’t think players should have to grind away after completing the first wing in order to start the second wing, it would be much better to have Mastery XP coming in at an increased rate (within reason) during the raid so a group or guild can move on to the next wing without delay if that’s the route they want to take.

Implementing something like that would be nice. If I can progress doing the content I like then I dont mind if it takes time. If not then im just forced to do the events on the 4 maps.

please dont lock raids behind masteries

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I’m actually perfectly fine with raids being locked behind masteries.
Ley line gliding from gliders, stealth detection from Nuhock, adrenaline shrooms from Itzel and at least exalted assistence from the Exalted line should be a requirement for raids. Otherwise most masteries would be pointless. Map completions don’t even require you to have them with all the portaling mesmers and portal to a friend.
I would be very happy if the masteries I worked for were useful and mandatory in the end game content.

That is pretty much the same kitten thing as a gear grind but with a different name. If this happens Gw2 wont be different than any other MMO out there with a gear treadmill.

Except that leveling up your masteries requires nothing more than playing the game. There is no RNG involved, and it is an account wide unlock. Most likely, each wing will require more and more masteries… Most of us should have ample time to unlock them by the time the wing requiring them is introduced.

You’re actually forced to play in the jungle to unlock the maguuma masteries….How will I have ample time if I cant even lvl my bar from what I like to do? I want to run the personal story and do all the achivs but I dont get exp from that. I cant even get exp from complete the last story instance on extreme mode…The content I like to play rewards no exp towards my track. How can I lvl my masteries for raids from just playing then?

please dont lock raids behind masteries

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

In any other game you would have to RNG grind dungeons for gear so you should be thankful that we can grind our masteries in any of the 3 zones instead of a handful of not very rewarding dungeons.

At least when I grind in this I am getting money and materials.

Same kitten different name. You just fell for it.

If the mastery system is a hard gate for raids then its no different then any other MMO out there. A big part of GW2 is accessibility, that is the reason many of us play. Those of us who dont have time to grind for hours to get the required masteries cant raid then? Sure put a couple requirements like gliding or mushroom jumping. But to go and put poison immunity or that other bull kitten is just another treadmill but with a different name.

please dont lock raids behind masteries

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I’m actually perfectly fine with raids being locked behind masteries.
Ley line gliding from gliders, stealth detection from Nuhock, adrenaline shrooms from Itzel and at least exalted assistence from the Exalted line should be a requirement for raids. Otherwise most masteries would be pointless. Map completions don’t even require you to have them with all the portaling mesmers and portal to a friend.
I would be very happy if the masteries I worked for were useful and mandatory in the end game content.

That is pretty much the same kitten thing as a gear grind but with a different name. If this happens Gw2 wont be different than any other MMO out there with a gear treadmill.

please dont lock raids behind masteries

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I’m not sure why it would be considered to be a problem. Raids = repetitive content in and of themselves. Unless you think you can just walk into a raid scenario and hit an “easy” button. Raids usually require hours, including proper preparation and planning and countless failed efforts because of wipes every time you run across a new mechanic and have to figure out a way past the obstacle. That’s hours spent on multiple days / weeks with an organized group or guild. Raids are not casual content.

Doing hours of something you enjoy is not the same as doing hours of something that is mandated of you to get to what you enjoy.

please dont lock raids behind masteries

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

Too late, they already confirmed that reaids are locked behind masteries. That’s the reason they gave us why raids are released after HoT. To give everyone some time to level masteries.

Thats such bull kitten. I dont want artificial difficulty or to have to grind out masteries. I dont find it fun or rewarding to get your masteries up. I understand maybe gliding or mushroom jumping but adding something like the poison mastery would be a kitten off.

Raids should be a test of skill not a test of how many hours you spent grinding out your masteries.

PS- When I say grind its subjective to what I personally think grind is. You might not find getting your masteries up a grind.

The only masteries they’ve mentioned for Raids so far are Mushroom Jumping and Gliding (with Updrafts).

I’d be fine with that since it doesnt take so many hours just to get them.

please dont lock raids behind masteries

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

Too late, they already confirmed that reaids are locked behind masteries. That’s the reason they gave us why raids are released after HoT. To give everyone some time to level masteries.

Thats such bull kitten. I dont want artificial difficulty or to have to grind out masteries. I dont find it fun or rewarding to get your masteries up. I understand maybe gliding or mushroom jumping but adding something like the poison mastery would be a kitten off.

Raids should be a test of skill not a test of how many hours you spent grinding out your masteries.

PS- When I say grind its subjective to what I personally think grind is. You might not find getting your masteries up a grind.

please dont lock raids behind masteries

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I beg you guys, please dont lock raids behind masteries.

Thanks. <3

[SPOILER] Endboss, thanks for the BUGS

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I did the instance more than 6 times and it hasnt bugged on me yet. I beat it each time with no problems. But once I tried extreme thats when I started seeing the bugs.

SPOILER Final Boss Broken Breakbar

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

To address your point in your OP, it is a random bug. It did not happen for me. She got stuck at one point and didn’t move or attack which drew the fight out by about 10-15mins, but her breakbar was fine.

Worth ensuring it is reported either in the main bugs thread (with a black spoiler band over it) or using the in game bug reporting tool.

Thanks for the info! Thats good to know.

SPOILER Final Boss Broken Breakbar

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Posted by: Beast Sos.1457

Beast Sos.1457

There is a clear spoiler hint in your title. I would change to
[Spoiler]Final Boss Broken Breakbar

They’re not being cry babies, it is perfectly legit ppl shouldn’t have to see a spoiler in a title

Honestly if you want to avoid spoilers that bad then you shouldnt be in this section of the forums. I guess I can change the title though.

It is also where ppl are collating feedback, so it is vital not to have spoilers flashed about.

But thank you for now changing it.

I guess you’re right. Ill watch how I word things next time.

SPOILER Final Boss Broken Breakbar

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

There is a clear spoiler hint in your title. I would change to
[Spoiler]Final Boss Broken Breakbar

They’re not being cry babies, it is perfectly legit ppl shouldn’t have to see a spoiler in a title

Honestly if you want to avoid spoilers that bad then you shouldnt be in this section of the forums. I guess I can change the title though.

SPOILER Final Boss Broken Breakbar

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

LMAO he just spoiled the hell out of the main story. WTG, you rock!……..
/sarcasm.

I mentioned a name for kittens sakes that didnt spoil kitten. You guys are a bunch of babies.

SPOILER Final Boss Broken Breakbar

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

Wow, thanks a lot. Can we get the title of this thread changed, even though it’s too late for me.

I changed it a bit ago…

Canach extreme mode bug

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

When we got to the phase to reflect the projectiles back to break with breakbar the projectiles wouldnt effect the bar.

SPOILER Final Boss Broken Breakbar

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

On extreme mode of the last mission Eir’s breakbar is unbreakable from what I experienced. Staff 5 on the rev which usually takes down a decent amount of the bar only takes like 4% of hers. If everyone on my team used that we would only get the bar down to 80%. This needs to be fixed!

Too hard?

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

Yeah exactly, I soloed most of the entire game with a zerk rev as well. I mean I already have full Herald unlocked too so…

Sweet. I wish I had the herald unlocked but im too lazy to grind the HPs. :P

Too hard?

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I soloed the story with a zerk warrior and a zerk rev. Used tomes to get the rev to 80 put on zerk gear no runes no sigils and random accessories and was able to beat the story. I even managed to beat the pale tree in the last instance on my Rev on the first try.

Whats happening now is a l2p issue its not that the game is too hard.

PS zerk warrior OP. I had no issues with any fights and was running the same build ive been running for years.

(edited by Moderator)

No artificial difficulty please

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

The thing was the dungeon wasnt hard anymore but it wasnt close to easy. Even after you learned everything you could die in a dungeon if you didnt focus and have fast reactions. It stayed fun because of that. I wouldnt claim that the difficulty was the reason for its failure but like you said thats a topic for another time.

I will respectfully disagree with that, if you had a good group that knew what they were doing most fights became pretty easy with time, as long as you didnt try to meet the actual time other optional challenges (which btw would fit nicely in under the artificial difficulty funny enough, right? ), sure some fights took longer, and did allow for less mistakes than others, but still in the end with enough practise you could make it near 100% sucessrate, if all you were going for were pure completing them. Ofc if you factor in the optional and time challenges again (you know those artificial difficulty things they had), we had a different thing, but even with those and even more practice you could get near 100% success rate for at least silver, probably even gold

Sure, if you you dont mind going on a 3 hour run instead of a 40 min run then it will becomes “easy”. I agree the time limit does fit under artificial difficulty but its not the same as for example, taking away dodging or no down stat in a game made with that part of the combat mechanics. Also Wildstar dungeon werent suppose to be super difficult, that is where the raids come in.

At the end of the day all content becomes easier relative to what it was but that doesnt mean it has to become boring. Some artificial difficulty is fine, such as a time limit and extra objectives. But when you go and take away mechanics from the combat to simulate difficulty then it becomes a problem, imo.

No artificial difficulty please

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

This is certainly not my experience. Everything is easy, once you know how.
I youtubed some videos on Wildstar veteran dungeons (not having played the game) and the mechanics aren’t that far off from GW2 (basically don’t stand in fire, dodge this, kite that type stuff) all of which can easily be learned and mastered through rote.

This ones present simple challenges: avoid lazers, don’t stand in circles, interrupt, and tank and spank. Nothing that I’d imagine wouldn’t become easier with enough practice. The difficulty here seems to come primarily from how hard the boss hits and the amount of damage done by the lazers. These (debatably) would be artificial difficulty what you seemingly seem to be arguing against.

This article presents two types of difficulty
http://gamedevelopment.tutsplus.com/articles/hard-mode-good-difficulty-versus-bad-difficulty--gamedev-3596
In the case of GW2 design difficulty would be somewhat scaled back from the articles example of Dark Souls. Primarily the difficulty would appear in the design of encounters, so the mechanics involved. But as seen in the Wildstar examples this takes the form of rote-mechanics. Jump over enough lazers and eventually jumping over lazers won’t be difficult at all. But onces you’ve mastered jumping over lazers, then allowing players to add more lazer or faster moving lazers means that they now have a slightly different challenge that would require learning, more or less, from the start again.

Spot on, while that fight and most boss fight in wildstar when you start are pretty tough, once you begin to learn them, they weren’t that bad anymore, (and you are absolutely right wildstar combat wise in many cases have a lot of similarities to GW2, tbh if they hadn’t went for such a hardcore centric focus i believe it could have been very successful, but that is not what we should be discussing here) even having done just the normal version of the dungeon, going into veteran dungeons wasn’t that bad either, if you got good at the normal dungeon at the lvl you supposed to run each dungeon, the main difficulty from vet dungeons imo, was the fact that they put on timers to get better medal (higher medal = higher loot, and you needed back when i played at least silver to attune for raids), if you were to actually jsut take your time and dont care about getting medal vet dungeons weren’t that hard either.

Ofc all this would depend on your whole group being hard as it were literally impossible for a single person to solo such content, so if one kittens up could make it near if not impossible to finish, but if you whole group good enough wasn’t that hard (personally i played esper healer, and healing was actually pretty tough in that game, since you had to aim your heals, not just target someone (okay was like 1-2 targeted heals per class but those were mainly low cost low efficient heals, you shouldn’t be using much)

EDIT: so yeah beast, i HAVE played that game and i agrees pretty much with what Cure said and disagree with most of what you said. Also that specific fight he did link is probably one of the hardest boss fights of the dungeons (never got to get attuned to raids, simply cause i HATE HATE HATE the RUSH RUSH RUSH RUSH you needed to do in vet dungeons to actually attune, not because i wasn’t capable of doing it)

The thing was the dungeon wasnt hard anymore but it wasnt close to easy. Even after you learned everything you could die in a dungeon if you didnt focus and have fast reactions. It stayed fun because of that. I wouldnt claim that the difficulty was the reason for its failure but like you said thats a topic for another time.

No artificial difficulty please

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I just got finished watching WP recent video on difficult content and I hope Anet doesnt agree with him. Dont get me wrong WP usually knows what hes talking about but this time I would have to argue that. Content shouldnt be made difficult because Anet took away mechanics from the players but should be difficult because the boss mechanics are hard to deal with. I hate the idea of artificial difficulty like high lvl fractals. Its not fun just tedious. Hopefully Anet isnt going in that direction for difficulty and are just making the bosses have more interesting/difficult mechanics to deal with.

What do you guys think? Would you want to be given a hadicap while fighting bosses so they are difficult or would you rather the boss have mechanics that make it difficult?

If you don’t like it that fine. Correct me if I’m wrong but it seems more you’re arguing for content to be designed from the ground up to be difficult and not for toggle-able / artificial challenges? Or do you have another suggestion?
Personally the idea of gambits do offer a simple means of adding challenge. The thing with difficult mechanics is that with sufficient practice they become rather easy. That is to say, if you do it enough times you learn the rotations, the telegraphs, where to stand, when to dodge etc. Granted this will always be an issue, but adding a gambit system gives a bit more mileage. Once your group has mastered the base mechanics being able to add additional challenges I’d think could only increase how much gameplay you get out of it.
So basically:

Both !

I would have to disagree that difficult content will always be easy after you figure out how to deal with the mechanics. A example of this would be Wildstar. If you do the vet dungeons with the appropriate gear (not to strong or weak) you can still die even after learning everything. The content only becomes easy mode if you out gear it or have a amazing group.

This is certainly not my experience. Everything is easy, once you know how.
I youtubed some videos on Wildstar veteran dungeons (not having played the game) and the mechanics aren’t that far off from GW2 (basically don’t stand in fire, dodge this, kite that type stuff) all of which can easily be learned and mastered through rote.

This ones present simple challenges: avoid lazers, don’t stand in circles, interrupt, and tank and spank. Nothing that I’d imagine wouldn’t become easier with enough practice. The difficulty here seems to come primarily from how hard the boss hits and the amount of damage done by the lazers. These (debatably) would be artificial difficulty what you seemingly seem to be arguing against.

This article presents two types of difficulty
http://gamedevelopment.tutsplus.com/articles/hard-mode-good-difficulty-versus-bad-difficulty--gamedev-3596
In the case of GW2 design difficulty would be somewhat scaled back from the articles example of Dark Souls. Primarily the difficulty would appear in the design of encounters, so the mechanics involved. But as seen in the Wildstar examples this takes the form of rote-mechanics. Jump over enough lazers and eventually jumping over lazers won’t be difficult at all. But onces you’ve mastered jumping over lazers, then allowing players to add more lazer or faster moving lazers means that they now have a slightly different challenge that would require learning, more or less, from the start again.

Like you said you havent played the game. Its easier to say something than to do it. Sure its similar mechanics to what gw2 has, move out of aoe pretty much, but the way it is implemented keeps the player on theirs toes the whole fight, even once mastered. I have done that dungeon many times and if youre not on your A game on that specific fight you’re going to die.

The way Wildstar implemented their dungeon mechanics is leagues beyond gw2, which is sad because I know gw2 PvE can be amazing. A example of some cool mechanics in gw2 is when the sandstorm giant is scaled up and places random small aoe circles which stun you if you are on it and you have to actively break out of it, the centaur in the LS 2 had some cool mechanics. Its clear that there is potential for real difficulty so why take the artificial route?

No artificial difficulty please

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I just got finished watching WP recent video on difficult content and I hope Anet doesnt agree with him. Dont get me wrong WP usually knows what hes talking about but this time I would have to argue that. Content shouldnt be made difficult because Anet took away mechanics from the players but should be difficult because the boss mechanics are hard to deal with. I hate the idea of artificial difficulty like high lvl fractals. Its not fun just tedious. Hopefully Anet isnt going in that direction for difficulty and are just making the bosses have more interesting/difficult mechanics to deal with.

What do you guys think? Would you want to be given a hadicap while fighting bosses so they are difficult or would you rather the boss have mechanics that make it difficult?

If you don’t like it that fine. Correct me if I’m wrong but it seems more you’re arguing for content to be designed from the ground up to be difficult and not for toggle-able / artificial challenges? Or do you have another suggestion?
Personally the idea of gambits do offer a simple means of adding challenge. The thing with difficult mechanics is that with sufficient practice they become rather easy. That is to say, if you do it enough times you learn the rotations, the telegraphs, where to stand, when to dodge etc. Granted this will always be an issue, but adding a gambit system gives a bit more mileage. Once your group has mastered the base mechanics being able to add additional challenges I’d think could only increase how much gameplay you get out of it.
So basically:

Both !

I would have to disagree that difficult content will always be easy after you figure out how to deal with the mechanics. A example of this would be Wildstar. If you do the vet dungeons with the appropriate gear (not to strong or weak) you can still die even after learning everything. The content only becomes easy mode if you out gear it or have a amazing group.

WoodenPotatoes Re: Tough Content

in Fractals, Dungeons & Raids

Posted by: Beast Sos.1457

Beast Sos.1457

Artificial difficulty is not fun. I play gw2 because I love the combat system, a big reason why I didnt enjoy the fractal change. Giving a player a handicap isnt making content difficult its making it tedious. The content should be tough to finish not because they took away my dodge but because the bosses forced me to react and think quickly.

No artificial difficulty please

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

Both !

Though, I do agree that he went a bit crazy on some of those gambits….!

I would personally like to see them keep the handicap in fractals since its already in the game. They need to make something fresh and new, imo.

No artificial difficulty please

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

I just got finished watching WP recent video on difficult content and I hope Anet doesnt agree with him. Dont get me wrong WP usually knows what hes talking about but this time I would have to argue that. Content shouldnt be made difficult because Anet took away mechanics from the players but should be difficult because the boss mechanics are hard to deal with. I hate the idea of artificial difficulty like high lvl fractals. Its not fun just tedious. Hopefully Anet isnt going in that direction for difficulty and are just making the bosses have more interesting/difficult mechanics to deal with.

What do you guys think? Would you want to be given a hadicap while fighting bosses so they are difficult or would you rather the boss have mechanics that make it difficult?

Almost there

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

Now all I need to see is some more content then ill gladly buy the $100 edition. I was a harsh critic towards the price, especially the fact that there was no char slot, but I like the fact that Anet listened to us and responded quickly.

Time to jump back on the hype train and see what we get next!

You finally listened.

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

Like the previous posts say, it was a fast response. I was a big critic on the price, especially the fact that there was no character slot. I’ll most likely buy the expansion now but I still want to see more content before I purchase it.

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Beast Sos.1457

Beast Sos.1457

Claim the core game is free when you are actually charging a extra $10 for it forcing the players who have the core game to re-buy it.

The core game + the heroic edition was being sold for $10. How much was just the core game worth?

If you did buy the game for $10, note that it also came with $20 worth of gem store items. Additionally, just be logging in every day, the account holds a value of ~$4 per month.

That doesnt change anything. They are still charging us for the core game and claiming its free. Also the fact that they didnt add a character slot just shows they want to milk us as much as possible.